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Ssnake

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Posts posted by Ssnake


  1. 15 hours ago, Bond_Villian said:

    For the sake of clarity and accurate information; ... being in commanders seat does not automatically cancel or change any existing fire control orders.

    Welllll... not for the AI controlled members in your platoon. But since the AI Gunner will ask you to confirm targets that he spots rather than open fire independently, this kinda does change the fire control orders in the sense that it puts a human into the loop; a failure to confirm the fire order effectively is like a "hold fire" order.


  2. If a human player is in the observer's or commander's seat, a unit is automatically in assault mode (and it's up to the player to tell the vehicle (/platoon) to stop, assume battleposition, open/hold fire, etc. To that extent movement tactics-dependent behaviors are all disabled. Just so we're all working from the same page.


  3. Which slider?

    Also, if you can find the other DMP files, please send them anyway. We really don't like crash bugs in our software, even the ones that can be seemingly "resolved" with a slider adjustment. It's like inviting vampires into your home.


  4. Are you sure about the debug file that you sent?

    The file says that it crashed in Friday, July 3rd, 2 minutes (not 32) into running, and that it was version 4.162, not 4.167 as you described here...?


  5. While I suspect that they could compete with the Leo 2 on a price level, I wonder what customers would purchase them. Those that have Leopards will continue using them. France will stick to their Leclercs. I don't see Italy giving up their Arietes for Polish license-built Korean tanks. That leaves Czechia, Slovakia, Romania, Bulgaria. Admittedly, that could be a market.


  6. You can script it during the planning phase but not after, admittedly. But you could never script anything after the planning phase was over, so this is no exception.

     

    You can however create isolated waypoints and routes at the edge of the screen with the waypoint tactics and embark conditions of choice during the planning phase, then copy them during the execution phase and paste them to routes of your units an an ad-hoc basis. Pasting routes and route chains will preserve these conditions and settings.


  7. You can have your loop; drive to the waypoint with the hitch, if... condition, and it'll pick up a vehicle if necessary. Then use the embark condition whether a vehicle is in tow to return to the repair point. Once that the two have reached the repair point, unhitch, then repeat the cycle. 


  8. Yes. If there is no vehicle that needs hitching, no hitching will happen. If there's a case of a vehicle stuck in a difficult spot of terrain, you can't script it but have to perform the operation manually. Maybe one day our AI will be smart enough to distinguish between slow movement and "stuck". What's obvious for a human looks different to the computer. The binary decisions that can be made are if a track was lost, or the engine is out, or the vehicle is out of fuel.


  9. Not sure if there will be any, TBH. I'm not convinced that this will make a substantial difference (to justify the development effort), and in any case you could achieve the same effect by reducing the slider for ground clutter until there is no more grass to be seen in your 8x...12x sights.

     

    In your first screenshot on page 1, only eight to maybe 12 grass imposters were shown. It's not a convincing theory that a dozen imposters cause a frame rate drop from 60+ to barely 40, particularly since the grass would also be there in other directions where you DO get the high framerate.


  10. Well, Google found this gem in the version 3.011 Steel Beasts Release Notes:

    Quote

    The first slider is "Anti Aliasing", and controls the number of samples, as before (2x, 4x, 8x, 16x) (default value 0) ˜ Selecting a setting of "0" enables the second slider, called "Non-Maskable Anti Aliasing (Advanced)" (default value 0) This is for users who have driver bugs and cannot use the first

     


  11. For what it's worth, some programmer feedback:

    Quote

    1. I believe that the ground cover may be a large factor.

    Since it's being viewed through the range finder, it's all being rendered transparently.  This in turn blocks the renderer's ability to instance the models.

    Lowering the ground clutter to 0 maxes out the frame rate for me, even in a non-optimized exe.

     

    2. My system has a 1070GTX card and it exhibits (slightly) lowered frame rates due to processing too many pixels/vertices when looking into densely treed areas. [...] lowering the "Terrain object detail" slider should improve performance in densely covered areas.

     

    3. Other things...

    "V sync" - As you noted, will impact the frame rate.  (if we can't generate frames faster than the monitors refresh rate, then we can only do half the refresh rate at best)

    "balanced (or max energy saving) power settings (Windows 7)"

    I tested this with another light weight 3d application, 'max energy saving' definitely impacts performance.  I suspect 'balanced' would impact SB also.

    We'll think of ways to get around the transparency issue but I think our options here are going to be limited. Reducing ground clutter generally, disabling VSync and setting the power saving mode to full power are probably your best options to get higher framerates in general.

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